Tomb Titivator
Posts: 832
Joined: Saturday, 30th July 2011, 00:58
CiP: OpCo
a - the +2,+4 scimitar of Puonueck {slice, rElec rPois rC++}
c - the mace of Brilliance {holy, rN+ AC+5 Int+5 SInv Stlth-}
f - the hammer "Wymal Jaf" {pain, Str+3 Dex+1 Int+3 Stlth++}
None of the Staffs really benefit me much at this point. Up until now I've been using a because of the rElec and rPois (Protection against my Chain Lightning and Poison Clouds).
I'm leaning a bit towards c mainly because AC and Int, but it has a TSO like aura and gives a little hit to stealth. f isn't too terrible with the +3 Int and it does help with Stealth. I'm not super stealthy but it is nice to not wake up an enemy so I can step away and decide on tactics. I'm at the point now where I'm not really casting Chain Lightning all that often, but I do still use it on non-straight groups too close to hit with an Ice Storm. The rC++ is also nice to give me that extra cushion if I accidentally hit myself with Ice Storm lol.
Am I right in thinking that c would be the way to go here?
- Code:
Dungeon Crawl Stone Soup version 0.10.2 character file.
Mr. Squiggles the Devastator (Octopode Conjurer) Turns: 117736, Time: 08:07:25
HP 185/185 AC 3 Str 11 XL: 27
MP 46/46 EV 18 Int 40 God: Vehumet [******]
Gold 2727 SH 14 Dex 14 Spells: 14 memorised, 6 levels left
Res.Fire : + . . See Invis. : + (no weapon)
Res.Cold : + . . Warding : . . I - +3 elf buckler {rC+}
Life Prot.: + . . Conserve : . B - +2 wizard hat {MR}
Res.Acid. : . . . Res.Corr. : . k - amulet of the gourmand
Res.Poison: + Clarity : . O - ring of Prescription {rPois Str+4 Int+4}
Res.Elec. : . Spirit.Shd : . A - ring of life protection
Sust.Abil.: . . Stasis : . y - ring "Choorgh" {Hunger+ rPois SInv}
Res.Mut. : . Ctrl.Telep.: + o - ring of teleport control
Res.Rott. : . Levitation : . P - ring of protection from magic
Gourmand : + Ctrl.Flight: . D - ring "Fuvvusk" {Dex+1 Int+5}
r - ring of wizardry
E - ring of protection from fire
@: extraordinarily resistant to hostile enchantments, quite stealthy
A: almost no armour, amphibious, constrict 8, camouflage 1, tentacles 3, AC +1,
Int +1
a: Renounce Religion
}: 3/15 runes: serpentine, barnacled, silver
You are on level 1 of the Lair of Beasts.
You worship Vehumet.
Vehumet is exalted by your worship.
You are full.
You have visited 9 branches of the dungeon, and seen 64 of its levels.
You have visited the Abyss 1 time.
You have visited 1 Labyrinth.
You have visited 2 bazaars.
You have visited 3 portal chambers: sewer, ice cave, volcano.
You have collected 6034 gold pieces.
You have spent 3327 gold pieces at shops.
Inventory:
Hand weapons
a - the +2,+4 scimitar of Puonueck {slice, rElec rPois rC++}
(You took it off a skeletal warrior on level 6 of the Vaults)
It inflicts extra damage upon your enemies.
It greatly protects you from cold.
It insulates you from electricity.
It protects you from poison.
c - the mace of Brilliance {holy, rN+ AC+5 Int+5 SInv Stlth-}
(You found it on level 6 of the Lair of Beasts)
It has been blessed by the Shining One to cause great damage to the undead
and demons.
It affects your AC (+5).
It affects your intelligence (+5).
It protects you from negative energy.
It enhances your eyesight.
It makes you less stealthy.
f - the hammer "Wymal Jaf" {pain, Str+3 Dex+1 Int+3 Stlth++}
(You found it on level 1 of the Shoals)
In the hands of one skilled in necromantic magic, it inflicts extra damage
on living creatures.
It affects your strength (+3).
It affects your intelligence (+3).
It affects your dexterity (+1).
It makes you much more stealthy.
g - the dire flail of Intimidation {freeze, +Lev rC++}
(You found it on level 15 of the Dungeon)
It has been specially enchanted to freeze those struck by it, causing extra
injury to most foes and up to double damage against particularly susceptible
opponents. It can also slow down cold-blooded creatures.
It greatly protects you from cold.
It lets you levitate.
U - the mace "Acsatum" {slay orc, rF+ rN+, was cursed}
(You found it on level 8 of the Vaults)
It is especially effective against all of orcish descent.
It protects you from fire.
It protects you from negative energy.
Armour
b - the +1 shield "Ypharo" {rF+ rN+ Acc+4}
(You took it off Wiglaf on level 18 of the Dungeon)
It affects your accuracy (+4).
It protects you from fire.
It protects you from negative energy.
B - a +2 wizard hat of magic resistance (worn)
I - a +3 elven buckler of cold resistance (worn)
Magical devices
i - a wand of teleportation (6)
v - a wand of disintegration (13)
Comestibles
h - 3 bread rations
Scrolls
l - 6 scrolls of identify
m - 3 scrolls of fog
p - 3 scrolls of teleportation
w - 3 scrolls of remove curse
z - 2 scrolls of blinking
J - a scroll of detect curse
Jewellery
k - an amulet of the gourmand (around mantle)
o - a ring of teleport control (on tentacle)
r - a ring of wizardry (on tentacle)
s - an uncursed amulet of clarity
y - the ring "Choorgh" (on tentacle) {Hunger+ rPois SInv}
(You found it on level 4 of the Dungeon)
[ring of see invisible]
It protects you from poison.
It greatly speeds your metabolism.
A - a ring of life protection (on tentacle)
D - the ring "Fuvvusk" (on tentacle) {Dex+1 Int+5}
(You bought it in a shop on level 14 of the Dungeon)
[ring of intelligence]
It affects your intelligence (+5).
It affects your dexterity (+1).
E - a ring of protection from fire (on tentacle)
M - a ring of protection
O - the ring of Prescription (on tentacle) {rPois Str+4 Int+4}
(You found it on level 5 of the Elven Halls)
[ring of poison resistance]
It affects your strength (+4).
It affects your intelligence (+4).
P - a ring of protection from magic (on tentacle)
Q - an uncursed ring of sustain abilities
Potions
j - 4 potions of curing
n - a potion of speed
q - a potion of magic
x - 2 potions of restore abilities
F - 4 potions of heal wounds
L - a potion of resistance
Magical staves
d - a staff of channeling
e - a staff of death
C - a staff of air
S - a staff of earth
Skills:
+ Level 15.1 Fighting
- Level 9.7 Dodging
- Level 2.7 Stealth
- Level 0.2 Stabbing
- Level 5.0 Shields
- Level 10.0 Traps & Doors
+ Level 21.2 Spellcasting
+ Level 21.6 Conjurations
- Level 6.4 Charms
- Level 3.0 Translocations
- Level 20.0 Ice Magic
+ Level 11.6 Air Magic
- Level 9.0 Poison Magic
You have 6 spell levels left.
You know the following spells:
Your Spells Type Power Failure Level Hunger
a - Magic Dart Conj ##### 0% 1 None
b - Ice Storm Ice/Conj #########. 1% 9 Honeycomb
c - Poison Arrow Pois/Conj #########. 1% 6 None
d - Chain Lightning Air/Conj #########. 1% 8 Sultana
e - Blink Tloc N/A 1% 2 None
f - Bolt of Cold Ice/Conj #########. 1% 6 None
g - Poisonous Cloud Pois/Air/Conj #########. 1% 6 None
h - Iskenderun's Mystic Conj ######### 0% 4 None
i - Swiftness Air/Chrm ########.. 1% 2 None
j - Repel Missiles Air/Chrm ########.. 1% 2 None
k - Haste Chrm #######.. 3% 6 None
l - Ozocubu's Armour Ice/Chrm ########.. 0% 3 None
m - Flight Air/Chrm ########.. 1% 3 None
n - Dig Erth/Trmt ######... 3% 4 None
Dungeon Overview and Level Annotations
Branches:
Dungeon (27/27) Temple (1/1) D:6 Orc (4/4) D:10
Elf (5/5) Orc:4 Lair (8/8) D:11 Shoals (5/5) Lair:5
Slime (0/6) Lair:6 Snake (5/5) Lair:5 Vault (8/8) D:14
Blade (0/1) Vault:4 Crypt (1/5) Vault:3
Zot: D:27
KoboldLord wrote:I'm also morbidly curious now as to how Shatter is abusable for 'stealth tricks'. It's about as stealthy as the Kool-Aid Man smashing through the walls and running through the room